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CrowdControl/Assets/Feel/MMTools/Tools/MMVision/MMConeOfLight.shader

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Shader "MoreMountains/ConeOfLight"
{
Properties
{
_MainTex("Diffuse Texture", 2D) = "white" {}
_Contrast("Contrast", Float) = 0.5
_Color("Color", Color) = (1,1,1,1)
}
SubShader
{
Tags
{
"ForceNoShadowCasting" = "True"
"Queue" = "Transparent"
"RenderType" = "Transparent"
"IgnoreProjector" = "True"
}
Pass
{
ZTest Always
AlphaTest Greater 0.0
Blend DstColor One
Cull Off
CGPROGRAM
#pragma vertex vert
#pragma fragment frag
#include "UnityCG.cginc"
uniform sampler2D _MainTex;
uniform float _Contrast;
uniform float4 _Color;
struct VertexInput
{
float4 vertex : POSITION;
float4 uv : TEXCOORD0;
float4 color : COLOR;
};
struct VertexOutput
{
float4 pos : SV_POSITION;
float2 uv : TEXCOORD0;
float4 color : COLOR;
};
VertexOutput vert(VertexInput input)
{
VertexOutput output;
output.uv = input.uv;
output.color = input.color;
output.pos = UnityObjectToClipPos(input.vertex);
return output;
}
float4 frag(VertexOutput input) : COLOR
{
float4 diffuse = tex2D(_MainTex, input.uv);
diffuse.rgb = diffuse.rgb * _Color.rgb * input.color.rgb;
diffuse.rgb *= diffuse.a * _Color.a * input.color.a;
diffuse *= _Contrast;
return float4(diffuse);
}
ENDCG
}
}
}